Just a reminder for anyone complaining about inflation and guild dues.
You canNecrotech_Master wrote: »wolfie1.0. wrote: »Carrying on from @Tommy_The_Gun 's thinking, basically there is a whole segment of the player base who will not use the current selling mechanics but who, if they did have access to the selling side of the economy, would contribute vastly to increasing the supply of items, at which point you could expect the price of more common materials to become more sane relative to what they are used for AND you could plug those players into the economy so that they did not experience so much inflation.
For whatever reason, ZOS has made clear multiple times that a central auction house is not going to be a thing and the guild traders are here to stay. So be it.
But why not an auction house minus?
- You have "emporia" or something at various key cities, or even at bad locations, that are functionally similar to guild stores but are *open to every player and nothing to do with guilds*.
- Each player gets a very limited number of selling slots to stop the emporia completely overtaking the guild stores that ZOS want to preserve.
- If you like, sales at emporia attract a tax to disadvantage them compared to guild stores.
I do not think guild stores are a good idea, least of all for a game like ESO which deliberately courted and courts a non-diehard MMO playerbase. But, plainly, the view is that they are sacred. But the game really, really needs a mechanic to allow players who want nothing to do with guild stores to sell.
Whole game mechanics depend on the player economy to work properly. Most obviously housing and the crafting of furnishings have been aimed at single players and fail the fun test if it takes players literally years to do what they are trying to do. If they fail the fun test, people will stop playing. And while it might seem terribly clever to charge the equivalent of over 70 pounds (in the UK) to someone for a house and then drive them to the Crown store to spend 5 pounds a pop on plants, it isn't in the end. It's exploitative, players will not engage with it and will resent it, and those players will leave.
Spamming zone chat with "WTS" is a joke solution to the problem.
OK, I am going to give this an honest effort. For this idea to work the emporium(s) need to be inferior to guild traders in multiple ways so that it doesn't interfere with how they function. Also, for this to work there has to be strong limits or it could crash the game. So how about we say this.
30 item listing limit per week per account. Items once listed can not be canceled for 3 days. Items expire at 14 days.
To sell in the emporium you must pay a flat fee of 100k gold weekly.
Listing fee is 14% of the sale price, none of which is returned upon cancelation.
Fees and gold are removed from the game.
Something along these lines. Are conditions that would need to be met. The guild stores need to have an appeal to them and on the other side the system would need to be able to limit how many players can sell, how much, and the frequency. The very real reason for this is that too much of it at once will crash the system. It's something that needs to be addressed before venturing outside of the established system.
while this is an interesting idea, this is just another example of how it would cut out "the poor player"
if you cant afford to "rent" your emporium slot, you would still be relegated to "WTS" zone spam anyway
i see this as almost the exact same thing as a guilds that demand dues to join (which i also greatly dislike)
I mean, those dues are a gold sink. It's just that your guilds have to wheedle it out of you by begging for it.
How are guilds supposed to cover 20-60 million bids per week if no one pays for it?
Raffles, auctions, and 3.5% taxes from sales don't cover it and I'm not sure how fair it is to ask a few of us to continually struggle to cover these costs so you don't have to experience the sinking of your gold while reaping the benefits of a costly trading spot.
Quoted post has been removed.
Necrotech_Master wrote: »because of TTC, i feel the actual trader spot is less relevant as long as someone in the guild uses TTC to scan and upload it so someone searching could find it
Tommy_The_Gun wrote: »I might be wrong, but to me the secret & random "bidding" mechanics looks like something that was supposed to force um... "randomness" - to give every guild a chance to find a trading spot, keep it for a while and then move to a next random vendor NPC. So there would be a rotation. If one would try to perma-take one spot... then yeah, prices for that spot (bids) will go higher & higher over time. So if guilds are trying to pass on some of the costs of them perma-taking one spot to "customers" (buyers) - then yes, prices will go up.How are guilds supposed to cover 20-60 million bids per week if no one pays for it?
Necrotech_Master wrote: »because of TTC, i feel the actual trader spot is less relevant as long as someone in the guild uses TTC to scan and upload it so someone searching could find it
TTC only becomes important on higher value low supply items. Like certain set pieces or older motifs. Hardly anone will use it just to save 10g on some Wax.
Necrotech_Master wrote: »Just a reminder for anyone complaining about inflation and guild dues.
You canNecrotech_Master wrote: »wolfie1.0. wrote: »Carrying on from @Tommy_The_Gun 's thinking, basically there is a whole segment of the player base who will not use the current selling mechanics but who, if they did have access to the selling side of the economy, would contribute vastly to increasing the supply of items, at which point you could expect the price of more common materials to become more sane relative to what they are used for AND you could plug those players into the economy so that they did not experience so much inflation.
For whatever reason, ZOS has made clear multiple times that a central auction house is not going to be a thing and the guild traders are here to stay. So be it.
But why not an auction house minus?
- You have "emporia" or something at various key cities, or even at bad locations, that are functionally similar to guild stores but are *open to every player and nothing to do with guilds*.
- Each player gets a very limited number of selling slots to stop the emporia completely overtaking the guild stores that ZOS want to preserve.
- If you like, sales at emporia attract a tax to disadvantage them compared to guild stores.
I do not think guild stores are a good idea, least of all for a game like ESO which deliberately courted and courts a non-diehard MMO playerbase. But, plainly, the view is that they are sacred. But the game really, really needs a mechanic to allow players who want nothing to do with guild stores to sell.
Whole game mechanics depend on the player economy to work properly. Most obviously housing and the crafting of furnishings have been aimed at single players and fail the fun test if it takes players literally years to do what they are trying to do. If they fail the fun test, people will stop playing. And while it might seem terribly clever to charge the equivalent of over 70 pounds (in the UK) to someone for a house and then drive them to the Crown store to spend 5 pounds a pop on plants, it isn't in the end. It's exploitative, players will not engage with it and will resent it, and those players will leave.
Spamming zone chat with "WTS" is a joke solution to the problem.
OK, I am going to give this an honest effort. For this idea to work the emporium(s) need to be inferior to guild traders in multiple ways so that it doesn't interfere with how they function. Also, for this to work there has to be strong limits or it could crash the game. So how about we say this.
30 item listing limit per week per account. Items once listed can not be canceled for 3 days. Items expire at 14 days.
To sell in the emporium you must pay a flat fee of 100k gold weekly.
Listing fee is 14% of the sale price, none of which is returned upon cancelation.
Fees and gold are removed from the game.
Something along these lines. Are conditions that would need to be met. The guild stores need to have an appeal to them and on the other side the system would need to be able to limit how many players can sell, how much, and the frequency. The very real reason for this is that too much of it at once will crash the system. It's something that needs to be addressed before venturing outside of the established system.
while this is an interesting idea, this is just another example of how it would cut out "the poor player"
if you cant afford to "rent" your emporium slot, you would still be relegated to "WTS" zone spam anyway
i see this as almost the exact same thing as a guilds that demand dues to join (which i also greatly dislike)
I mean, those dues are a gold sink. It's just that your guilds have to wheedle it out of you by begging for it.
How are guilds supposed to cover 20-60 million bids per week if no one pays for it?
Raffles, auctions, and 3.5% taxes from sales don't cover it and I'm not sure how fair it is to ask a few of us to continually struggle to cover these costs so you don't have to experience the sinking of your gold while reaping the benefits of a costly trading spot.
im not saying i like the whole trader bidding process either, actually i would also prefer the global auction house style system and just have to pay the fees to list the item
because of TTC, i feel the actual trader spot is less relevant as long as someone in the guild uses TTC to scan and upload it so someone searching could find it
i remember back in the day when there was NO traders and you could only sell "in house"
i usually on avg make around 50-100k a day combined from the 5 guilds im in (at least 1 does not regularly have a trader), this totals to around 400-500k total for a trading week so im not like getting super rich quick (usually about 200-300k coming from 1 guild, and in this same guild there are people who sell 10 million gold worth of items every week, and i always wonder how do they sell that much unless they are either A) a flipper, B ) spend most of their time farming "new" drops like the fargrave designs being the latest "new" thing)
if i had to eat 100k of my profits every week just buying a trade slot, i would probably just stop selling stuff entirely and just turn into a hoarder (i dislike WTS spam so i dont do that kind of thing)
Lady_Galadhiel wrote: »More gold sinks yes but as mentioned, now charging for upgrading your armor would hurt the new players much more than the ones who play for a longer time.
You could see millions and millions of gold disappear from the game if ZOS would add an option to exchange gold for crowns.That would make a difference because just adding a few minor gold sinks here and there won't have much if any impact.
.Necrotech_Master wrote: »because of TTC, i feel the actual trader spot is less relevant as long as someone in the guild uses TTC to scan and upload it so someone searching could find it
TTC only becomes important on higher value low supply items. Like certain set pieces or older motifs. Hardly anone will use it just to save 10g on some Wax.
At the risk of pointing out the obvious, TTC's influence has been as much on the sell as the buy side. You wouldn't be saving just 10g on wax if TTC didn't exist because there would be real price variation. That is one of the arguments that was used for having guild traders in the first place. That there would not be full price transparency and people would thus have to go shopping because there would be price variation.
It's really not a good argument. If it was a good idea and a type of gameplay that anyone would remotely enjoy TTC would not be a thing. But that is partly what guild traders were supposed to be about, and, indeed, TTC HAS made the well located traders more important because price competition effectively no longer exists (not least because any time anyone attempts it flippers hoover up anything that doesn't get bought for use and relist it at the acceptable, homogeneous price), so people will go wherever is most convenient.
After coming from a game where a pair of gloves i needed was 42 million, becauseit had a central auction house, I could not disagree more strongly. And the few months I played in Wow also bore that out. Without help from a long time player, I could not afford basic clothes because the traders on the central auction house manipulated all the prices, and simply bought up everything that was lower.You can also play other MMOs and still would have to spend time to find the right guild for you. So where exactly is the issue?
Well that's not actually the case for selling things, no.
The issue with ESO is the lack of a central auction house. And that is where ESO has put up its stall so it's unlikely to change. But it does create problems.
.
FineFeathered wrote: »After coming from a game where a pair of gloves i needed was 42 million, becauseit had a central auction house, I could not disagree more strongly. And the few months I played in Wow also bore that out. Without help from a long time player, I could not afford basic clothes because the traders on the central auction house manipulated all the prices, and simply bought up everything that was lower.You can also play other MMOs and still would have to spend time to find the right guild for you. So where exactly is the issue?
Well that's not actually the case for selling things, no.
The issue with ESO is the lack of a central auction house. And that is where ESO has put up its stall so it's unlikely to change. But it does create problems.
.
I have seen it in action, and I can honestly say, the very fact that the stores are decentralized has STOPPED the ridiculous inflation seen in other games like Wow and wow-like games. And I am absolutely sure of what I speak, because it is first hand experience and having friends who only log on to play the markets.
The guild based system as it is now is a far superior option because it keeps people from cornering the entire market on an y single item, meaning that it is possible to find almost anything in game for a reasonable price, without worrying that some yahoo just sits and waits for it to pop up cheap, buy it up and resell it for millions.
Central Auction houses have ruined other games economies. This game is a vastly superior option. It may not be perfect, but it stops those who only sit and buy and sell, and do nothing else. THEY are the inflation causers. Not people who are buying something to use it.
If you wish to disagree, please, bring facts to the table.
hey dear community,
as everyone knows there is a crazy amounts of gold inflation in the game and i want to talk why this is a bad thing for "casual players"(as zos proved that they care casuals more) and my suggestions to fix this.
inflation is bad for new and casual players because it will fear them, the millions of gold is need to get some new items or upgrading stuff. jewelry upgrading was pricey even before this infilation and now its way worse.
what can be done?
well, zos needs to add some mechanics or activities that should require some gold from the players.
Examples: (all below just random thoughs, and prices can be changed accordingly)
Upgrading should ask for some gold:
Blue to Purple, usual mats + 10k gold
Purple to Yellow, usual mats + 100k gold
Outfit system should require for more gold:
500 gold is now 5k
1k gold is now 10k
3k gold is now 30k
Transmutating should require more gold.
and obviously daily writs should give less money, or maybe less for multiple characters.
I would like to hear your thoughts on this subject, and what other things could be done about this problem?
good days.
Necrotech_Master wrote: »Just a reminder for anyone complaining about inflation and guild dues.
You canNecrotech_Master wrote: »wolfie1.0. wrote: »Carrying on from @Tommy_The_Gun 's thinking, basically there is a whole segment of the player base who will not use the current selling mechanics but who, if they did have access to the selling side of the economy, would contribute vastly to increasing the supply of items, at which point you could expect the price of more common materials to become more sane relative to what they are used for AND you could plug those players into the economy so that they did not experience so much inflation.
For whatever reason, ZOS has made clear multiple times that a central auction house is not going to be a thing and the guild traders are here to stay. So be it.
But why not an auction house minus?
- You have "emporia" or something at various key cities, or even at bad locations, that are functionally similar to guild stores but are *open to every player and nothing to do with guilds*.
- Each player gets a very limited number of selling slots to stop the emporia completely overtaking the guild stores that ZOS want to preserve.
- If you like, sales at emporia attract a tax to disadvantage them compared to guild stores.
I do not think guild stores are a good idea, least of all for a game like ESO which deliberately courted and courts a non-diehard MMO playerbase. But, plainly, the view is that they are sacred. But the game really, really needs a mechanic to allow players who want nothing to do with guild stores to sell.
Whole game mechanics depend on the player economy to work properly. Most obviously housing and the crafting of furnishings have been aimed at single players and fail the fun test if it takes players literally years to do what they are trying to do. If they fail the fun test, people will stop playing. And while it might seem terribly clever to charge the equivalent of over 70 pounds (in the UK) to someone for a house and then drive them to the Crown store to spend 5 pounds a pop on plants, it isn't in the end. It's exploitative, players will not engage with it and will resent it, and those players will leave.
Spamming zone chat with "WTS" is a joke solution to the problem.
OK, I am going to give this an honest effort. For this idea to work the emporium(s) need to be inferior to guild traders in multiple ways so that it doesn't interfere with how they function. Also, for this to work there has to be strong limits or it could crash the game. So how about we say this.
30 item listing limit per week per account. Items once listed can not be canceled for 3 days. Items expire at 14 days.
To sell in the emporium you must pay a flat fee of 100k gold weekly.
Listing fee is 14% of the sale price, none of which is returned upon cancelation.
Fees and gold are removed from the game.
Something along these lines. Are conditions that would need to be met. The guild stores need to have an appeal to them and on the other side the system would need to be able to limit how many players can sell, how much, and the frequency. The very real reason for this is that too much of it at once will crash the system. It's something that needs to be addressed before venturing outside of the established system.
while this is an interesting idea, this is just another example of how it would cut out "the poor player"
if you cant afford to "rent" your emporium slot, you would still be relegated to "WTS" zone spam anyway
i see this as almost the exact same thing as a guilds that demand dues to join (which i also greatly dislike)
I mean, those dues are a gold sink. It's just that your guilds have to wheedle it out of you by begging for it.
How are guilds supposed to cover 20-60 million bids per week if no one pays for it?
Raffles, auctions, and 3.5% taxes from sales don't cover it and I'm not sure how fair it is to ask a few of us to continually struggle to cover these costs so you don't have to experience the sinking of your gold while reaping the benefits of a costly trading spot.
im not saying i like the whole trader bidding process either, actually i would also prefer the global auction house style system and just have to pay the fees to list the item
because of TTC, i feel the actual trader spot is less relevant as long as someone in the guild uses TTC to scan and upload it so someone searching could find it
i remember back in the day when there was NO traders and you could only sell "in house"
i usually on avg make around 50-100k a day combined from the 5 guilds im in (at least 1 does not regularly have a trader), this totals to around 400-500k total for a trading week so im not like getting super rich quick (usually about 200-300k coming from 1 guild, and in this same guild there are people who sell 10 million gold worth of items every week, and i always wonder how do they sell that much unless they are either A) a flipper, B ) spend most of their time farming "new" drops like the fargrave designs being the latest "new" thing)
if i had to eat 100k of my profits every week just buying a trade slot, i would probably just stop selling stuff entirely and just turn into a hoarder (i dislike WTS spam so i dont do that kind of thing)
[snip]
In theoryI eat a full 1-1.5 million of my profits every week to put toward our trader bids and I usually only sell about 2 million on a good week. Hence my desire to scream into voids when I see people complaining about not having enough sinks, because I could seriously use some help!
Gold sinks work best when its forced on players, people don't want to voluntarily give up gold. Double the tax for using the trader, I honestly wouldn't notice and it wouldn't stop me using a trader.
Necrotech_Master wrote: »Just a reminder for anyone complaining about inflation and guild dues.
You canNecrotech_Master wrote: »wolfie1.0. wrote: »Carrying on from @Tommy_The_Gun 's thinking, basically there is a whole segment of the player base who will not use the current selling mechanics but who, if they did have access to the selling side of the economy, would contribute vastly to increasing the supply of items, at which point you could expect the price of more common materials to become more sane relative to what they are used for AND you could plug those players into the economy so that they did not experience so much inflation.
For whatever reason, ZOS has made clear multiple times that a central auction house is not going to be a thing and the guild traders are here to stay. So be it.
But why not an auction house minus?
- You have "emporia" or something at various key cities, or even at bad locations, that are functionally similar to guild stores but are *open to every player and nothing to do with guilds*.
- Each player gets a very limited number of selling slots to stop the emporia completely overtaking the guild stores that ZOS want to preserve.
- If you like, sales at emporia attract a tax to disadvantage them compared to guild stores.
I do not think guild stores are a good idea, least of all for a game like ESO which deliberately courted and courts a non-diehard MMO playerbase. But, plainly, the view is that they are sacred. But the game really, really needs a mechanic to allow players who want nothing to do with guild stores to sell.
Whole game mechanics depend on the player economy to work properly. Most obviously housing and the crafting of furnishings have been aimed at single players and fail the fun test if it takes players literally years to do what they are trying to do. If they fail the fun test, people will stop playing. And while it might seem terribly clever to charge the equivalent of over 70 pounds (in the UK) to someone for a house and then drive them to the Crown store to spend 5 pounds a pop on plants, it isn't in the end. It's exploitative, players will not engage with it and will resent it, and those players will leave.
Spamming zone chat with "WTS" is a joke solution to the problem.
OK, I am going to give this an honest effort. For this idea to work the emporium(s) need to be inferior to guild traders in multiple ways so that it doesn't interfere with how they function. Also, for this to work there has to be strong limits or it could crash the game. So how about we say this.
30 item listing limit per week per account. Items once listed can not be canceled for 3 days. Items expire at 14 days.
To sell in the emporium you must pay a flat fee of 100k gold weekly.
Listing fee is 14% of the sale price, none of which is returned upon cancelation.
Fees and gold are removed from the game.
Something along these lines. Are conditions that would need to be met. The guild stores need to have an appeal to them and on the other side the system would need to be able to limit how many players can sell, how much, and the frequency. The very real reason for this is that too much of it at once will crash the system. It's something that needs to be addressed before venturing outside of the established system.
while this is an interesting idea, this is just another example of how it would cut out "the poor player"
if you cant afford to "rent" your emporium slot, you would still be relegated to "WTS" zone spam anyway
i see this as almost the exact same thing as a guilds that demand dues to join (which i also greatly dislike)
I mean, those dues are a gold sink. It's just that your guilds have to wheedle it out of you by begging for it.
How are guilds supposed to cover 20-60 million bids per week if no one pays for it?
Raffles, auctions, and 3.5% taxes from sales don't cover it and I'm not sure how fair it is to ask a few of us to continually struggle to cover these costs so you don't have to experience the sinking of your gold while reaping the benefits of a costly trading spot.
im not saying i like the whole trader bidding process either, actually i would also prefer the global auction house style system and just have to pay the fees to list the item
because of TTC, i feel the actual trader spot is less relevant as long as someone in the guild uses TTC to scan and upload it so someone searching could find it
i remember back in the day when there was NO traders and you could only sell "in house"
i usually on avg make around 50-100k a day combined from the 5 guilds im in (at least 1 does not regularly have a trader), this totals to around 400-500k total for a trading week so im not like getting super rich quick (usually about 200-300k coming from 1 guild, and in this same guild there are people who sell 10 million gold worth of items every week, and i always wonder how do they sell that much unless they are either A) a flipper, B ) spend most of their time farming "new" drops like the fargrave designs being the latest "new" thing)
if i had to eat 100k of my profits every week just buying a trade slot, i would probably just stop selling stuff entirely and just turn into a hoarder (i dislike WTS spam so i dont do that kind of thing)
[snip]
In theoryI eat a full 1-1.5 million of my profits every week to put toward our trader bids and I usually only sell about 2 million on a good week. Hence my desire to scream into voids when I see people complaining about not having enough sinks, because I could seriously use some help!
Gold sinks work best when its forced on players, people don't want to voluntarily give up gold. Double the tax for using the trader, I honestly wouldn't notice and it wouldn't stop me using a trader.
If you dont sell in a guild trader you just won't have the same amount of gold as others that do. there is plenty of gold to be made in the game and not taking part in the economy creates limitations. Sure people with mass amounts of gold flip, but most players farm or just sell valuable things they come across. If you feel you don't have enough gold, learn to sell better, ask questions, look online, and join a trading guild. There is also the option of farming what you need for yourself. There are plenty of farming routes and activities that can net 200k+ an hour (conservative aprox. PC/NA) if you know where to farm, how to price, and you sell in a trader. If you don't know what to sell, start with mats, reasonably priced mats always sell. There are also content creators like @Arttea that have videos on youtube about farming, selling, and maximizing profit. Just like irl, if you don't want to take part in the hustle, that's cool and up to you, but you will simply not have the gold that others do and you won't be able to afford luxury items. Most necessities in the game are very affordable but gold gear should be something that is worked toward, gold weapons are more important than anything and as of right now those mats are priced reasonably. The economy is a player driven element of the game and if you don't play it you'll find yourself broke.